mirror of
https://github.com/genxium/DelayNoMore
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A temp broken commit except for OfflineMap - refactoring jumping.
This commit is contained in:
parent
b34fa79aeb
commit
c7fc377a2b
7
MULTIHIT_ROADMAP.md
Normal file
7
MULTIHIT_ROADMAP.md
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@ -0,0 +1,7 @@
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Major goals
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- Create several skills that can be chained by pressing "btnA" 3 times, while the 2nd skill cancels the last hit of 1st skill before the latters' FramesToRecover is over, same goes with 2nd->3rd transition.
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- Note that each skill can contain "multihit".
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Minor goals
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- Split jumping anim into "once" part and "keep" part, depending on "character.framesElapsedInChState" we should play the corresponding part
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- Add new "chState = STUNNED", which is applicable to both on ground and in air, while "inAir && STUNNED", "character.FramesToRecover" is regarded as infinite. If implemented, make the last hit of the aforementioned 3rd skill "pushback opponent to air".
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@ -35,10 +35,11 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
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JoinIndex: last.JoinIndex,
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ColliderRadius: last.ColliderRadius,
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Score: last.Score,
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FramesToRecover: last.FramesToRecover,
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Hp: last.Hp,
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MaxHp: last.MaxHp,
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Removed: last.Removed,
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FramesToRecover: last.FramesToRecover,
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FramesInChState: last.FramesInChState,
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}
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ret.PlayersArr[i] = pbPlayer
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}
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@ -100,6 +101,7 @@ func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) []*pb.Play
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Score: last.Score,
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Removed: last.Removed,
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FramesToRecover: last.FramesToRecover,
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FramesInChState: last.FramesInChState,
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}
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if withMetaInfo {
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pbPlayer.Name = last.Name
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@ -353,7 +353,7 @@ func (pR *Room) playerDownsyncStr(player *battle.PlayerDownsync) string {
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if player.InAir {
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inAirInt = 1
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}
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s := fmt.Sprintf("{%d,%d,%d,%d,%d,%d,%d}", player.JoinIndex, player.VirtualGridX, player.VirtualGridY, player.VelX, player.VelY, player.FramesToRecover,inAirInt)
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s := fmt.Sprintf("{%d,%d,%d,%d,%d,%d,%d}", player.JoinIndex, player.VirtualGridX, player.VirtualGridY, player.VelX, player.VelY, player.FramesToRecover, inAirInt)
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return s
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}
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@ -744,7 +744,7 @@ func (pR *Room) OnDismissed() {
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// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
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pR.BulletBattleLocalIdCounter = 0
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pR.WorldToVirtualGridRatio = float64(100)
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pR.WorldToVirtualGridRatio = battle.WORLD_TO_VIRTUAL_GRID_RATIO
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pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations
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pR.SpAtkLookupFrames = 5
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pR.PlayerDefaultSpeed = int32(float64(1) * pR.WorldToVirtualGridRatio) // in virtual grids per frame
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@ -791,11 +791,6 @@ func (pR *Room) OnDismissed() {
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pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
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pR.ForceAllResyncOnAnyActiveSlowTicker = true // See tradeoff discussion in "downsyncToAllPlayers"
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pR.SnapIntoPlatformOverlap = float64(0.1)
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pR.SnapIntoPlatformThreshold = float64(0.5)
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pR.JumpingInitVelY = int32(float64(7) * pR.WorldToVirtualGridRatio)
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pR.GravityX = 0
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pR.GravityY = -int32(float64(0.5) * pR.WorldToVirtualGridRatio) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
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pR.FrameDataLoggingEnabled = false // [WARNING] DON'T ENABLE ON LONG BATTLE DURATION! It consumes A LOT OF MEMORY!
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@ -1275,7 +1270,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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}
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}
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nextRenderFrame := battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(pR.InputsBuffer, currRenderFrame, pR.Space, pR.CollisionSysMap, pR.GravityX, pR.GravityY, pR.JumpingInitVelY, pR.InputDelayFrames, pR.InputScaleFrames, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformThreshold, pR.WorldToVirtualGridRatio, pR.VirtualGridToWorldRatio, pR.playerOpPatternToSkillId)
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nextRenderFrame := battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(pR.InputsBuffer, currRenderFrame, pR.Space, pR.CollisionSysMap, pR.InputDelayFrames, pR.InputScaleFrames, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformThreshold, pR.WorldToVirtualGridRatio, pR.VirtualGridToWorldRatio, pR.playerOpPatternToSkillId)
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pR.RenderFrameBuffer.Put(nextRenderFrame)
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pR.CurDynamicsRenderFrameId++
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}
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@ -45,9 +45,10 @@ type PlayerDownsync struct {
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MaxHp int32 `protobuf:"varint,17,opt,name=maxHp,proto3" json:"maxHp,omitempty"`
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CharacterState int32 `protobuf:"varint,18,opt,name=characterState,proto3" json:"characterState,omitempty"`
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InAir bool `protobuf:"varint,19,opt,name=inAir,proto3" json:"inAir,omitempty"` // by design a standalone field only inferred by the collision result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState", because we need check the transition for "characterState" from this field, i.e. "inAir (prev -> curr)"
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Name string `protobuf:"bytes,20,opt,name=name,proto3" json:"name,omitempty"`
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DisplayName string `protobuf:"bytes,21,opt,name=displayName,proto3" json:"displayName,omitempty"`
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Avatar string `protobuf:"bytes,22,opt,name=avatar,proto3" json:"avatar,omitempty"`
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FramesInChState int32 `protobuf:"varint,20,opt,name=framesInChState,proto3" json:"framesInChState,omitempty"` // number of frames elapsed in the current character state
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Name string `protobuf:"bytes,997,opt,name=name,proto3" json:"name,omitempty"`
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DisplayName string `protobuf:"bytes,998,opt,name=displayName,proto3" json:"displayName,omitempty"`
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Avatar string `protobuf:"bytes,999,opt,name=avatar,proto3" json:"avatar,omitempty"`
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}
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func (x *PlayerDownsync) Reset() {
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@ -215,6 +216,13 @@ func (x *PlayerDownsync) GetInAir() bool {
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return false
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}
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func (x *PlayerDownsync) GetFramesInChState() int32 {
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if x != nil {
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return x.FramesInChState
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}
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return 0
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}
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func (x *PlayerDownsync) GetName() string {
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if x != nil {
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return x.Name
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@ -1306,7 +1314,7 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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@ -1340,258 +1348,261 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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var (
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|
1
collider_visualizer/README.md
Normal file
1
collider_visualizer/README.md
Normal file
@ -0,0 +1 @@
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||||
This module is no longer useful, as we can now use GopherJs+OfflineMap to visualize experimental game dynamics.
|
File diff suppressed because one or more lines are too long
7
frontend/assets/resources/animation/MonkGirl.meta
Normal file
7
frontend/assets/resources/animation/MonkGirl.meta
Normal file
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49
frontend/assets/resources/animation/MonkGirl/Atk1.anim
Normal file
49
frontend/assets/resources/animation/MonkGirl/Atk1.anim
Normal file
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37
frontend/assets/resources/animation/MonkGirl/Atked1.anim
Normal file
37
frontend/assets/resources/animation/MonkGirl/Atked1.anim
Normal file
@ -0,0 +1,37 @@
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43
frontend/assets/resources/animation/MonkGirl/BlownUp1.anim
Normal file
43
frontend/assets/resources/animation/MonkGirl/BlownUp1.anim
Normal file
@ -0,0 +1,43 @@
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79
frontend/assets/resources/animation/MonkGirl/GetUp1.anim
Normal file
79
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Normal file
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85
frontend/assets/resources/animation/MonkGirl/Idle1.anim
Normal file
85
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Normal file
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frontend/assets/resources/animation/MonkGirl/InAirAtk1.anim
Normal file
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Normal file
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"value": {
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"__uuid__": "769179e3-d0bb-4bd0-a084-ce5ad5b57d47"
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"__uuid__": "8f09ba68-066c-4240-84be-390cdbb2d59c"
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}
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{
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"frame": 0.2,
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"value": {
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"__uuid__": "e8ce0f1e-6af0-423b-9448-2a72c944127d"
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}
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{
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"frame": 0.23333333333333334,
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"value": {
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"__uuid__": "1da322c5-98b8-49d0-8f96-33fdc68a23cb"
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}
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},
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{
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"frame": 0.26666666666666666,
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"value": {
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"__uuid__": "1e4bf242-5d08-4220-a5d9-2a2524b0e3c7"
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}
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},
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{
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"frame": 0.3,
|
||||
"value": {
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"__uuid__": "6de218a1-5a97-405d-b7d0-68cc9cf076f9"
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}
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},
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{
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"frame": 0.3333333333333333,
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"value": {
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"__uuid__": "4c16e710-abfe-4030-bd42-fded0f41f665"
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}
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},
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{
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"frame": 0.36666666666666664,
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"value": {
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"__uuid__": "1753c533-3a31-46b6-ab01-15b778702237"
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}
|
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},
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||||
{
|
||||
"frame": 0.4,
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||||
"value": {
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||||
"__uuid__": "923cfcea-2c3e-493f-826a-0b08b447ebde"
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}
|
||||
}
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||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
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||||
}
|
@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "555d837b-4a68-4a28-b9ff-e97e393d1a05",
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||||
"subMetas": {}
|
||||
}
|
@ -0,0 +1,31 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "InAirAtked1",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.03333333333333333,
|
||||
"sample": 60,
|
||||
"speed": 0.2,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "852471cd-6270-47d2-b40b-e33a93910240"
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||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.016666666666666666,
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||||
"value": {
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||||
"__uuid__": "7d08ee55-243c-4bb0-b614-1cd09cabf13f"
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||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
|
||||
}
|
@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "ee0b89e9-89f0-451e-a6ef-d41d64d3d67a",
|
||||
"subMetas": {}
|
||||
}
|
@ -0,0 +1,91 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "InAirIdle1ByJump",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.2,
|
||||
"sample": 60,
|
||||
"speed": 0.6,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "21c7f1b2-77c7-4f9a-b5c6-b79d99553432"
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||||
}
|
||||
},
|
||||
{
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||||
"frame": 0.016666666666666666,
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||||
"value": {
|
||||
"__uuid__": "9106d51d-808b-4cec-b03c-1a0e9de3dd13"
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||||
}
|
||||
},
|
||||
{
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||||
"frame": 0.03333333333333333,
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"value": {
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||||
"__uuid__": "23199f52-ded0-4271-b426-17c6037989a4"
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}
|
||||
},
|
||||
{
|
||||
"frame": 0.05,
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||||
"value": {
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"__uuid__": "293367f0-6557-40d2-aff5-4f6b9faa3b14"
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}
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},
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{
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"frame": 0.06666666666666667,
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"value": {
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"__uuid__": "f9029e1e-91f8-4ae2-a3ef-b811c409f41a"
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}
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},
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{
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"frame": 0.08333333333333333,
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"value": {
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"__uuid__": "de0e3195-e56e-4bba-82f6-72635f453eea"
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}
|
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},
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||||
{
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"frame": 0.1,
|
||||
"value": {
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"__uuid__": "93e7fb75-b42d-4da9-860d-2e7dd0930d8d"
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}
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},
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||||
{
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||||
"frame": 0.11666666666666667,
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"value": {
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"__uuid__": "1a789615-1580-4342-b739-7ef94c80b34a"
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}
|
||||
},
|
||||
{
|
||||
"frame": 0.13333333333333333,
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"value": {
|
||||
"__uuid__": "5331bbb0-fad4-402c-8788-cb070cc8fb7c"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.15,
|
||||
"value": {
|
||||
"__uuid__": "2f2bce67-0e39-45ee-aebf-b15e0d0c341f"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.16666666666666666,
|
||||
"value": {
|
||||
"__uuid__": "77a2f890-6627-4699-9278-21d7365bd2c8"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.18333333333333332,
|
||||
"value": {
|
||||
"__uuid__": "ce3e8e33-4420-478b-a084-5a7f77d584b8"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
|
||||
}
|
@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "170bbc56-3cff-4a81-b48f-a037b9418758",
|
||||
"subMetas": {}
|
||||
}
|
@ -0,0 +1,25 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "InAirIdle1NoJump",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.016666666666666666,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "ce3e8e33-4420-478b-a084-5a7f77d584b8"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
|
||||
}
|
@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "996c218a-9e18-441e-b0f8-e61c5c991b9e",
|
||||
"subMetas": {}
|
||||
}
|
49
frontend/assets/resources/animation/MonkGirl/LayDown1.anim
Normal file
49
frontend/assets/resources/animation/MonkGirl/LayDown1.anim
Normal file
@ -0,0 +1,49 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "LayDown1",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.08333333333333333,
|
||||
"sample": 60,
|
||||
"speed": 0.3,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "e1f19129-8517-47fa-814d-b79c8abcd549"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.016666666666666666,
|
||||
"value": {
|
||||
"__uuid__": "b4127445-a13e-4244-9656-92033a5abcca"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.03333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "64a8e39c-95ed-4181-b777-b05434d1fa6d"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.05,
|
||||
"value": {
|
||||
"__uuid__": "5d1458ae-8812-4c4a-a01f-0a2b901ed3f3"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.06666666666666667,
|
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"value": {
|
||||
"__uuid__": "ac0b9039-5caf-4bc1-bf29-2a733fbb7898"
|
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}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
|
||||
}
|
@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "0978395c-8947-4830-9f68-58fadcbe5c63",
|
||||
"subMetas": {}
|
||||
}
|
1211
frontend/assets/resources/animation/MonkGirl/MonkGirl.plist
Normal file
1211
frontend/assets/resources/animation/MonkGirl/MonkGirl.plist
Normal file
File diff suppressed because it is too large
Load Diff
1750
frontend/assets/resources/animation/MonkGirl/MonkGirl.plist.meta
Normal file
1750
frontend/assets/resources/animation/MonkGirl/MonkGirl.plist.meta
Normal file
File diff suppressed because it is too large
Load Diff
BIN
frontend/assets/resources/animation/MonkGirl/MonkGirl.png
Normal file
BIN
frontend/assets/resources/animation/MonkGirl/MonkGirl.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 74 KiB |
@ -0,0 +1,12 @@
|
||||
{
|
||||
"ver": "2.3.3",
|
||||
"uuid": "8d4cf214-f71c-4237-bdc1-ca0069909248",
|
||||
"type": "raw",
|
||||
"wrapMode": "clamp",
|
||||
"filterMode": "bilinear",
|
||||
"premultiplyAlpha": false,
|
||||
"genMipmaps": false,
|
||||
"packable": true,
|
||||
"platformSettings": {},
|
||||
"subMetas": {}
|
||||
}
|
115
frontend/assets/resources/animation/MonkGirl/Walking.anim
Normal file
115
frontend/assets/resources/animation/MonkGirl/Walking.anim
Normal file
@ -0,0 +1,115 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "Walking",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.26666666666666666,
|
||||
"sample": 60,
|
||||
"speed": 0.25,
|
||||
"wrapMode": 2,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "275387d0-70fd-47f5-b82e-14165a14c45a"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.016666666666666666,
|
||||
"value": {
|
||||
"__uuid__": "95e3dc3c-ee98-4ae8-899f-3d6539a649cb"
|
||||
}
|
||||
},
|
||||
{
|
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"frame": 0.03333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "7515ef50-3a14-4e58-8811-a0c890fc40f3"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.05,
|
||||
"value": {
|
||||
"__uuid__": "fa3d6703-1cfc-4f40-b61e-7ebf0fdac56a"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.06666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "37eea7f3-5a1d-4172-be38-9b492399ef44"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.08333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "0e2ad2ed-2b21-4e14-9607-5a341d9ed7e4"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.1,
|
||||
"value": {
|
||||
"__uuid__": "e1625aba-a6fc-4883-a696-2d9d56d3050d"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.11666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "86f805a2-a27c-4c96-8e11-acc448b0bdd0"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.13333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "63bcaa39-1cc5-461f-a175-0d7a0abd3510"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.15,
|
||||
"value": {
|
||||
"__uuid__": "691383d5-9199-4bd5-9803-403216331d7f"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.16666666666666666,
|
||||
"value": {
|
||||
"__uuid__": "602818c2-1242-4a24-87ba-77f6accccbc3"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.18333333333333332,
|
||||
"value": {
|
||||
"__uuid__": "650b8ccb-2a82-4972-bb5b-79a2cb4a3503"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.2,
|
||||
"value": {
|
||||
"__uuid__": "b264bcc2-71c7-45a6-8c94-be049bb0d163"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.21666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "a75af05e-3b54-45d8-b7ad-cbcf2b65b2a9"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.23333333333333334,
|
||||
"value": {
|
||||
"__uuid__": "3e2e26f7-007a-4130-8d90-154dfcde96d3"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.25,
|
||||
"value": {
|
||||
"__uuid__": "9cf71d99-7262-4a6c-8c27-06167d841a24"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
|
||||
}
|
@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "768d591b-4467-4a8f-95bf-4f7fcc3835b6",
|
||||
"subMetas": {}
|
||||
}
|
@ -24,10 +24,11 @@ message PlayerDownsync {
|
||||
int32 maxHp = 17;
|
||||
int32 characterState = 18;
|
||||
bool inAir = 19; // by design a standalone field only inferred by the collision result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState", because we need check the transition for "characterState" from this field, i.e. "inAir (prev -> curr)"
|
||||
int32 framesInChState = 20; // number of frames elapsed in the current character state
|
||||
|
||||
string name = 20;
|
||||
string displayName = 21;
|
||||
string avatar = 22;
|
||||
string name = 997;
|
||||
string displayName = 998;
|
||||
string avatar = 999;
|
||||
}
|
||||
|
||||
message InputFrameDecoded {
|
||||
|
@ -33,14 +33,14 @@
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 23
|
||||
"__id__": 27
|
||||
},
|
||||
{
|
||||
"__id__": 24
|
||||
"__id__": 28
|
||||
}
|
||||
],
|
||||
"_prefab": {
|
||||
"__id__": 25
|
||||
"__id__": 29
|
||||
},
|
||||
"_opacity": 255,
|
||||
"_color": {
|
||||
@ -493,12 +493,15 @@
|
||||
},
|
||||
{
|
||||
"__id__": 18
|
||||
},
|
||||
{
|
||||
"__id__": 22
|
||||
}
|
||||
],
|
||||
"_active": true,
|
||||
"_components": [],
|
||||
"_prefab": {
|
||||
"__id__": 22
|
||||
"__id__": 26
|
||||
},
|
||||
"_opacity": 255,
|
||||
"_color": {
|
||||
@ -922,6 +925,163 @@
|
||||
"fileId": "17JdhftghBYr81MfV9i6cy",
|
||||
"sync": false
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Node",
|
||||
"_name": "MonkGirl",
|
||||
"_objFlags": 0,
|
||||
"_parent": {
|
||||
"__id__": 11
|
||||
},
|
||||
"_children": [],
|
||||
"_active": false,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 23
|
||||
},
|
||||
{
|
||||
"__id__": 24
|
||||
}
|
||||
],
|
||||
"_prefab": {
|
||||
"__id__": 25
|
||||
},
|
||||
"_opacity": 255,
|
||||
"_color": {
|
||||
"__type__": "cc.Color",
|
||||
"r": 255,
|
||||
"g": 255,
|
||||
"b": 255,
|
||||
"a": 255
|
||||
},
|
||||
"_contentSize": {
|
||||
"__type__": "cc.Size",
|
||||
"width": 1425,
|
||||
"height": 1024
|
||||
},
|
||||
"_anchorPoint": {
|
||||
"__type__": "cc.Vec2",
|
||||
"x": 0.5,
|
||||
"y": 0.5
|
||||
},
|
||||
"_trs": {
|
||||
"__type__": "TypedArray",
|
||||
"ctor": "Float64Array",
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
1,
|
||||
0.7,
|
||||
0.7,
|
||||
1
|
||||
]
|
||||
},
|
||||
"_eulerAngles": {
|
||||
"__type__": "cc.Vec3",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"_skewX": 0,
|
||||
"_skewY": 0,
|
||||
"_is3DNode": false,
|
||||
"_groupIndex": 0,
|
||||
"groupIndex": 0,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Animation",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 22
|
||||
},
|
||||
"_enabled": true,
|
||||
"_defaultClip": null,
|
||||
"_clips": [
|
||||
{
|
||||
"__uuid__": "a0d8b9a6-7bf7-4cf5-aecb-54b2908cbfb3"
|
||||
},
|
||||
{
|
||||
"__uuid__": "768d591b-4467-4a8f-95bf-4f7fcc3835b6"
|
||||
},
|
||||
{
|
||||
"__uuid__": "c3d4f508-b3a9-4deb-b2d1-8ddc7bf22e0c"
|
||||
},
|
||||
{
|
||||
"__uuid__": "1ec27664-cd2a-4c7a-838f-953a7713ceca"
|
||||
},
|
||||
{
|
||||
"__uuid__": "996c218a-9e18-441e-b0f8-e61c5c991b9e"
|
||||
},
|
||||
{
|
||||
"__uuid__": "170bbc56-3cff-4a81-b48f-a037b9418758"
|
||||
},
|
||||
{
|
||||
"__uuid__": "555d837b-4a68-4a28-b9ff-e97e393d1a05"
|
||||
},
|
||||
{
|
||||
"__uuid__": "ee0b89e9-89f0-451e-a6ef-d41d64d3d67a"
|
||||
},
|
||||
{
|
||||
"__uuid__": "f87054fd-328f-4001-a8ff-b4c049cc1e6d"
|
||||
},
|
||||
{
|
||||
"__uuid__": "0978395c-8947-4830-9f68-58fadcbe5c63"
|
||||
},
|
||||
{
|
||||
"__uuid__": "7cb4d395-c68f-4643-9e2e-8cb8e200d3a5"
|
||||
}
|
||||
],
|
||||
"playOnLoad": false,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Sprite",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 22
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
{
|
||||
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
|
||||
}
|
||||
],
|
||||
"_srcBlendFactor": 770,
|
||||
"_dstBlendFactor": 771,
|
||||
"_spriteFrame": null,
|
||||
"_type": 0,
|
||||
"_sizeMode": 1,
|
||||
"_fillType": 0,
|
||||
"_fillCenter": {
|
||||
"__type__": "cc.Vec2",
|
||||
"x": 0,
|
||||
"y": 0
|
||||
},
|
||||
"_fillStart": 0,
|
||||
"_fillRange": 0,
|
||||
"_isTrimmedMode": true,
|
||||
"_atlas": {
|
||||
"__uuid__": "725c90f9-56f8-48ea-9159-4d2949cd3ce0"
|
||||
},
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.PrefabInfo",
|
||||
"root": {
|
||||
"__id__": 1
|
||||
},
|
||||
"asset": {
|
||||
"__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a"
|
||||
},
|
||||
"fileId": "6cGpRwF5ZPjpJdtoqbrnta",
|
||||
"sync": false
|
||||
},
|
||||
{
|
||||
"__type__": "cc.PrefabInfo",
|
||||
"root": {
|
||||
|
@ -440,7 +440,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
216.6771387800957,
|
||||
216.50135522089343,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
|
@ -5,33 +5,15 @@ window.ATK_CHARACTER_STATE = {
|
||||
Walking: [1, "Walking"],
|
||||
Atk1: [2, "Atk1"],
|
||||
Atked1: [3, "Atked1"],
|
||||
InAirIdle1: [4, "InAirIdle1"],
|
||||
InAirAtk1: [5, "Atk1"],
|
||||
InAirAtked1: [6, "Atked1"],
|
||||
InAirIdle1NoJump: [4, "InAirIdle1NoJump"],
|
||||
InAirIdle1ByJump: [5, "InAirIdle1ByJump"], // The cycling part of it would be exactly "InAirIdle1NoJump"
|
||||
InAirAtk1: [6, "InAirAtk1"],
|
||||
InAirAtked1: [7, "InAirAtked1"],
|
||||
BlownUp1: [8, "BlownUp1"],
|
||||
LayDown1: [9, "LayDown1"],
|
||||
GetUp1: [10, "GetUp1"],
|
||||
};
|
||||
|
||||
window.toInAirConjugate = function(foo) {
|
||||
switch (foo) {
|
||||
case window.ATK_CHARACTER_STATE.Idle1[0]:
|
||||
case window.ATK_CHARACTER_STATE.Walking[0]:
|
||||
return window.ATK_CHARACTER_STATE.InAirIdle1[0];
|
||||
case window.ATK_CHARACTER_STATE.Atk1[0]:
|
||||
return window.ATK_CHARACTER_STATE.InAirAtk1[0];
|
||||
case window.ATK_CHARACTER_STATE.Atked1[0]:
|
||||
return window.ATK_CHARACTER_STATE.InAirAtked1[0];
|
||||
|
||||
case window.ATK_CHARACTER_STATE.InAirIdle1[0]:
|
||||
return window.ATK_CHARACTER_STATE.Idle1[0];
|
||||
case window.ATK_CHARACTER_STATE.InAirAtk1[0]:
|
||||
return window.ATK_CHARACTER_STATE.Atk1[0];
|
||||
case window.ATK_CHARACTER_STATE.InAirAtked1[0]:
|
||||
return window.ATK_CHARACTER_STATE.Atked1[0];
|
||||
default:
|
||||
console.warn(`Invalid characterState ${foo} received, no in air conjugate is available!`);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
window.ATK_CHARACTER_STATE_ARR = [];
|
||||
for (let k in window.ATK_CHARACTER_STATE) {
|
||||
window.ATK_CHARACTER_STATE_ARR.push(window.ATK_CHARACTER_STATE[k]);
|
||||
@ -40,12 +22,18 @@ for (let k in window.ATK_CHARACTER_STATE) {
|
||||
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET = new Set();
|
||||
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.Idle1[0]);
|
||||
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.Walking[0]);
|
||||
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1[0]);
|
||||
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0]);
|
||||
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1ByJump[0]);
|
||||
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.BlownUp1[0]);
|
||||
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.LayDown1[0]);
|
||||
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.GetUp1[0]);
|
||||
|
||||
window.ATK_CHARACTER_STATE_IN_AIR_SET = new Set();
|
||||
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1[0]);
|
||||
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0]);
|
||||
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1ByJump[0]);
|
||||
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirAtk1[0]);
|
||||
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirAtked1[0]);
|
||||
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.BlownUp1[0]);
|
||||
|
||||
/*
|
||||
Kindly note that the use of dragonBones anim is an informed choice for the feasibility of "gotoAndPlayByFrame", which is a required feature by "Map.rollbackAndChase". You might find that "cc.Animation" -- the traditional frame anim -- can also suffice this requirement, yet if we want to develop 3D frontend in the future, working with skeletal anim will make a smoother transition.
|
||||
@ -84,7 +72,7 @@ cc.Class({
|
||||
this.effAnimNode.active = true;
|
||||
},
|
||||
|
||||
updateCharacterAnim(rdfPlayer, prevRdfPlayer, forceAnimSwitch) {
|
||||
updateCharacterAnim(rdfPlayer, prevRdfPlayer, forceAnimSwitch, chConfig) {
|
||||
// As this function might be called after many frames of a rollback, it's possible that the playing animation was predicted, different from "prevRdfPlayer.CharacterState" but same as "newCharacterState". More granular checks are needed to determine whether we should interrupt the playing animation.
|
||||
|
||||
// Update directions
|
||||
@ -117,29 +105,25 @@ cc.Class({
|
||||
}
|
||||
|
||||
if (this.animComp instanceof dragonBones.ArmatureDisplay) {
|
||||
this._interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName);
|
||||
this._interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName, chConfig);
|
||||
} else {
|
||||
this._interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName);
|
||||
this._interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName, chConfig);
|
||||
}
|
||||
},
|
||||
|
||||
_interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName) {
|
||||
_interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName, chConfig) {
|
||||
if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
|
||||
// No "framesToRecover"
|
||||
// console.warn(`#DragonBones JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`);
|
||||
underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, 0, -1);
|
||||
} else {
|
||||
const animationData = underlyingAnimationCtrl._animations[newAnimName];
|
||||
let fromAnimFrame = (animationData.frameCount - rdfPlayer.FramesToRecover);
|
||||
if (fromAnimFrame < 0) {
|
||||
// For Atk1 or Atk2, it's possible that the "meleeBullet.recoveryFrames" is configured to be slightly larger than corresponding animation duration frames
|
||||
fromAnimFrame = 0;
|
||||
}
|
||||
underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, fromAnimFrame, 1);
|
||||
let frameIdxInAnim = rdfPlayer.FramesInChState;
|
||||
underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, frameIdxInAnim, 1);
|
||||
}
|
||||
},
|
||||
|
||||
_interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName) {
|
||||
_interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName, chConfig) {
|
||||
if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
|
||||
// No "framesToRecover"
|
||||
//console.warn(`#FrameAnim JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`);
|
||||
@ -148,11 +132,11 @@ cc.Class({
|
||||
}
|
||||
// The "playTimes" counterpart is managed by each "cc.AnimationClip.wrapMode", already preset in the editor.
|
||||
const targetClip = this.animComp.getClips()[newCharacterState]; // The clips follow the exact order in ATK_CHARACTER_STATE
|
||||
let fromTime = (targetClip.duration - rdfPlayer.FramesToRecover / targetClip.sample); // TODO: Anyway to avoid using division here?
|
||||
if (fromTime < 0) {
|
||||
// For Atk1 or Atk2, it's possible that the "meleeBullet.recoveryFrames" is configured to be slightly larger than corresponding animation duration frames
|
||||
fromTime = 0;
|
||||
let frameIdxInAnim = rdfPlayer.FramesInChState;
|
||||
if (window.ATK_CHARACTER_STATE.InAirIdle1ByJump == newCharacterState && null != chConfig) {
|
||||
frameIdxInAnim = chConfig.InAirIdleFrameIdxTurningPoint + (frameIdxInAnim - chConfig.InAirIdleFrameIdxTurningPoint) % chConfig.InAirIdleFrameIdxTurnedCycle; // TODO: Anyway to avoid using division here?
|
||||
}
|
||||
let fromTime = (frameIdxInAnim / targetClip.sample); // TODO: Anyway to avoid using division here?
|
||||
this.animComp.play(newAnimName, fromTime);
|
||||
},
|
||||
|
||||
|
@ -590,7 +590,7 @@ cc.Class({
|
||||
const jsPlayersArr = new Array().fill(null);
|
||||
for (let k in pbRdf.playersArr) {
|
||||
const pbPlayer = pbRdf.playersArr[k];
|
||||
const jsPlayer = gopkgs.NewPlayerDownsyncJs(pbPlayer.id, pbPlayer.virtualGridX, pbPlayer.virtualGridY, pbPlayer.dirX, pbPlayer.dirY, pbPlayer.velX, pbPlayer.velY, pbPlayer.framesToRecover, pbPlayer.speed, pbPlayer.battleState, pbPlayer.characterState, pbPlayer.joinIndex, pbPlayer.hp, pbPlayer.maxHp, pbPlayer.inAir, pbPlayer.colliderRadius);
|
||||
const jsPlayer = gopkgs.NewPlayerDownsyncJs(pbPlayer.id, pbPlayer.virtualGridX, pbPlayer.virtualGridY, pbPlayer.dirX, pbPlayer.dirY, pbPlayer.velX, pbPlayer.velY, pbPlayer.framesToRecover, pbPlayer.framesInChState, pbPlayer.speed, pbPlayer.battleState, pbPlayer.characterState, pbPlayer.joinIndex, pbPlayer.hp, pbPlayer.maxHp, pbPlayer.inAir, pbPlayer.colliderRadius);
|
||||
jsPlayersArr[k] = jsPlayer;
|
||||
}
|
||||
const jsMeleeBulletsArr = [];
|
||||
@ -638,6 +638,7 @@ cc.Class({
|
||||
}
|
||||
|
||||
// The logic below applies to (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id || window.RING_BUFF_NON_CONSECUTIVE_SET == dumpRenderCacheRet)
|
||||
self.chConfigsOrderedByJoinIndex = gopkgs.GetCharacterConfigsOrderedByJoinIndex(pbRdf.speciesIdList);
|
||||
self.playerOpPatternToSkillId = pbRdf.playerOpPatternToSkillId;
|
||||
self._initPlayerRichInfoDict(rdf.PlayersArr);
|
||||
|
||||
@ -694,18 +695,19 @@ cc.Class({
|
||||
|
||||
equalPlayers(lhs, rhs) {
|
||||
if (null == lhs || null == rhs) return false;
|
||||
if (lhs.virtualGridX != rhs.virtualGridX) return false;
|
||||
if (lhs.virtualGridY != rhs.virtualGridY) return false;
|
||||
if (lhs.dirX != rhs.dirX) return false;
|
||||
if (lhs.dirY != rhs.dirY) return false;
|
||||
if (lhs.velX != rhs.velX) return false;
|
||||
if (lhs.velY != rhs.velY) return false;
|
||||
if (lhs.speed != rhs.speed) return false;
|
||||
if (lhs.framesToRecover != rhs.framesToRecover) return false;
|
||||
if (lhs.hp != rhs.hp) return false;
|
||||
if (lhs.maxHp != rhs.maxHp) return false;
|
||||
if (lhs.characterState != rhs.characterState) return false;
|
||||
if (lhs.inAir != rhs.inAir) return false;
|
||||
if (lhs.VirtualGridX != rhs.VirtualGridX) return false;
|
||||
if (lhs.VirtualGridY != rhs.VirtualGridY) return false;
|
||||
if (lhs.DirX != rhs.DirX) return false;
|
||||
if (lhs.DirY != rhs.DirY) return false;
|
||||
if (lhs.VelX != rhs.VelX) return false;
|
||||
if (lhs.VelY != rhs.VelY) return false;
|
||||
if (lhs.Speed != rhs.Speed) return false;
|
||||
if (lhs.Hp != rhs.Hp) return false;
|
||||
if (lhs.MaxHp != rhs.MaxHp) return false;
|
||||
if (lhs.CharacterState != rhs.CharacterState) return false;
|
||||
if (lhs.InAir != rhs.InAir) return false;
|
||||
if (lhs.FramesToRecover != rhs.FramesToRecover) return false;
|
||||
if (lhs.FramesInChState != rhs.FramesInChState) return false;
|
||||
return true;
|
||||
},
|
||||
|
||||
@ -1063,12 +1065,13 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
|
||||
const playersArr = rdf.PlayersArr;
|
||||
for (let k in playersArr) {
|
||||
const currPlayerDownsync = playersArr[k];
|
||||
const chConfig = self.chConfigsOrderedByJoinIndex[k];
|
||||
const prevRdfPlayer = (null == prevRdf ? null : prevRdf.PlayersArr[k]);
|
||||
const [wx, wy] = self.virtualGridToWorldPos(currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY);
|
||||
const playerRichInfo = self.playerRichInfoArr[k];
|
||||
playerRichInfo.node.setPosition(wx, wy);
|
||||
playerRichInfo.scriptIns.updateSpeed(currPlayerDownsync.Speed);
|
||||
playerRichInfo.scriptIns.updateCharacterAnim(currPlayerDownsync, prevRdfPlayer, false);
|
||||
playerRichInfo.scriptIns.updateCharacterAnim(currPlayerDownsync, prevRdfPlayer, false, chConfig);
|
||||
}
|
||||
|
||||
// Update countdown
|
||||
@ -1104,7 +1107,7 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
|
||||
};
|
||||
self.rdfIdToActuallyUsedInput.set(currRdf.Id, inputFrameDownsyncClone);
|
||||
}
|
||||
const nextRdf = gopkgs.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(self.recentInputCache, currRdf, collisionSys, collisionSysMap, self.gravityX, self.gravityY, self.jumpingInitVelY, self.inputDelayFrames, self.inputScaleFrames, self.spaceOffsetX, self.spaceOffsetY, self.snapIntoPlatformOverlap, self.snapIntoPlatformThreshold, self.worldToVirtualGridRatio, self.virtualGridToWorldRatio, self.playerOpPatternToSkillId);
|
||||
const nextRdf = gopkgs.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(self.recentInputCache, currRdf, collisionSys, collisionSysMap, self.spaceOffsetX, self.spaceOffsetY, self.playerOpPatternToSkillId, self.chConfigsOrderedByJoinIndex);
|
||||
|
||||
if (true == isChasing) {
|
||||
// [WARNING] Move the cursor "self.chaserRenderFrameId" when "true == isChasing", keep in mind that "self.chaserRenderFrameId" is not monotonic!
|
||||
|
@ -40,13 +40,13 @@ cc.Class({
|
||||
self.rollbackEstimatedDtNanos = 16666666;
|
||||
self.tooFastDtIntervalMillis = 0.5 * self.rollbackEstimatedDtMillis;
|
||||
|
||||
self.worldToVirtualGridRatio = 1000;
|
||||
self.worldToVirtualGridRatio = 100;
|
||||
self.virtualGridToWorldRatio = 1.0 / self.worldToVirtualGridRatio;
|
||||
|
||||
const opJoinIndexPrefix1 = (1 << 8);
|
||||
const opJoinIndexPrefix2 = (2 << 8);
|
||||
self.playerOpPatternToSkillId = {};
|
||||
self.playerOpPatternToSkillId[opJoinIndexPrefix1 + 0] = 1;
|
||||
self.playerOpPatternToSkillId[opJoinIndexPrefix2 + 0] = 1;
|
||||
const playerOpPatternToSkillId = {};
|
||||
playerOpPatternToSkillId[opJoinIndexPrefix1 + 0] = 1;
|
||||
playerOpPatternToSkillId[opJoinIndexPrefix1 + 1] = 2;
|
||||
|
||||
/*
|
||||
[WARNING] As when a character is standing on a barrier, if not carefully curated there MIGHT BE a bouncing sequence of "[(inAir -> dropIntoBarrier ->), (notInAir -> pushedOutOfBarrier ->)], [(inAir -> ..."
|
||||
@ -152,7 +152,7 @@ cc.Class({
|
||||
virtualGridY: boundaryObjs.playerStartingPositions[0].y * self.worldToVirtualGridRatio,
|
||||
speed: 1 * self.worldToVirtualGridRatio,
|
||||
colliderRadius: 12,
|
||||
characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0],
|
||||
characterState: window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0],
|
||||
framesToRecover: 0,
|
||||
dirX: 0,
|
||||
dirY: 0,
|
||||
@ -160,22 +160,9 @@ cc.Class({
|
||||
velY: 0,
|
||||
inAir: true,
|
||||
}),
|
||||
window.pb.protos.PlayerDownsync.create({
|
||||
id: 11,
|
||||
joinIndex: 2,
|
||||
virtualGridX: boundaryObjs.playerStartingPositions[1].x * self.worldToVirtualGridRatio,
|
||||
virtualGridY: boundaryObjs.playerStartingPositions[1].y * self.worldToVirtualGridRatio,
|
||||
speed: 1 * self.worldToVirtualGridRatio,
|
||||
colliderRadius: 12,
|
||||
characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0],
|
||||
framesToRecover: 0,
|
||||
dirX: 0,
|
||||
dirY: 0,
|
||||
velX: 0,
|
||||
velY: 0,
|
||||
inAir: true,
|
||||
}),
|
||||
]
|
||||
],
|
||||
speciesIdList: [0],
|
||||
playerOpPatternToSkillId: playerOpPatternToSkillId,
|
||||
});
|
||||
|
||||
self.selfPlayerInfo = {
|
||||
@ -221,4 +208,48 @@ cc.Class({
|
||||
}
|
||||
},
|
||||
|
||||
spawnPlayerNode(joinIndex, vx, vy, playerDownsyncInfo) {
|
||||
const self = this;
|
||||
const newPlayerNode = cc.instantiate(self.controlledCharacterPrefab)
|
||||
const playerScriptIns = newPlayerNode.getComponent("ControlledCharacter");
|
||||
if (1 == joinIndex) {
|
||||
playerScriptIns.setSpecies("MonkGirl");
|
||||
} else if (2 == joinIndex) {
|
||||
playerScriptIns.setSpecies("UltramanTiga");
|
||||
}
|
||||
|
||||
const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
|
||||
newPlayerNode.setPosition(wx, wy);
|
||||
playerScriptIns.mapNode = self.node;
|
||||
const colliderRadius = playerDownsyncInfo.ColliderRadius;
|
||||
const halfColliderWidth = colliderRadius,
|
||||
halfColliderHeight = colliderRadius + colliderRadius; // avoid multiplying
|
||||
const colliderWidth = halfColliderWidth + halfColliderWidth,
|
||||
colliderHeight = halfColliderHeight + halfColliderHeight; // avoid multiplying
|
||||
|
||||
const [cx, cy] = gopkgs.WorldToPolygonColliderBLPos(wx, wy, halfColliderWidth, halfColliderHeight, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.spaceOffsetX, self.spaceOffsetY);
|
||||
const gopkgsBoundaryAnchor = gopkgs.NewVec2DJs(cx, cy);
|
||||
const gopkgsBoundaryPts = [
|
||||
gopkgs.NewVec2DJs(0, 0),
|
||||
gopkgs.NewVec2DJs(self.snapIntoPlatformOverlap + colliderWidth + self.snapIntoPlatformOverlap, 0),
|
||||
gopkgs.NewVec2DJs(self.snapIntoPlatformOverlap + colliderWidth + self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap + colliderHeight + self.snapIntoPlatformOverlap),
|
||||
gopkgs.NewVec2DJs(0, self.snapIntoPlatformOverlap + colliderHeight + self.snapIntoPlatformOverlap)
|
||||
];
|
||||
const gopkgsBoundary = gopkgs.NewPolygon2DJs(gopkgsBoundaryAnchor, gopkgsBoundaryPts);
|
||||
const newPlayerCollider = gopkgs.GenerateConvexPolygonColliderJs(gopkgsBoundary, self.spaceOffsetX, self.spaceOffsetY, playerDownsyncInfo, "Player");
|
||||
//const newPlayerCollider = gopkgs.GenerateRectColliderJs(wx, wy, colliderWidth, colliderHeight, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.spaceOffsetX, self.spaceOffsetY, playerDownsyncInfo, "Player");
|
||||
self.gopkgsCollisionSys.Add(newPlayerCollider);
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
self.gopkgsCollisionSysMap[collisionPlayerIndex] = newPlayerCollider;
|
||||
|
||||
console.log(`Created new player collider: joinIndex=${joinIndex}, colliderRadius=${playerDownsyncInfo.ColliderRadius}`);
|
||||
|
||||
safelyAddChild(self.node, newPlayerNode);
|
||||
setLocalZOrder(newPlayerNode, 5);
|
||||
|
||||
newPlayerNode.active = true;
|
||||
playerScriptIns.updateCharacterAnim(playerDownsyncInfo, null, true);
|
||||
|
||||
return [newPlayerNode, playerScriptIns];
|
||||
},
|
||||
});
|
||||
|
File diff suppressed because one or more lines are too long
@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "da0a517f-5c74-4fc0-ba89-dbcee184b13e",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
||||
"loadPluginInEditor": false,
|
||||
"subMetas": {}
|
||||
}
|
@ -1210,6 +1210,7 @@ $root.protos = (function() {
|
||||
* @property {number|null} [maxHp] PlayerDownsync maxHp
|
||||
* @property {number|null} [characterState] PlayerDownsync characterState
|
||||
* @property {boolean|null} [inAir] PlayerDownsync inAir
|
||||
* @property {number|null} [framesInChState] PlayerDownsync framesInChState
|
||||
* @property {string|null} [name] PlayerDownsync name
|
||||
* @property {string|null} [displayName] PlayerDownsync displayName
|
||||
* @property {string|null} [avatar] PlayerDownsync avatar
|
||||
@ -1382,6 +1383,14 @@ $root.protos = (function() {
|
||||
*/
|
||||
PlayerDownsync.prototype.inAir = false;
|
||||
|
||||
/**
|
||||
* PlayerDownsync framesInChState.
|
||||
* @member {number} framesInChState
|
||||
* @memberof protos.PlayerDownsync
|
||||
* @instance
|
||||
*/
|
||||
PlayerDownsync.prototype.framesInChState = 0;
|
||||
|
||||
/**
|
||||
* PlayerDownsync name.
|
||||
* @member {string} name
|
||||
@ -1468,12 +1477,14 @@ $root.protos = (function() {
|
||||
writer.uint32(/* id 18, wireType 0 =*/144).int32(message.characterState);
|
||||
if (message.inAir != null && Object.hasOwnProperty.call(message, "inAir"))
|
||||
writer.uint32(/* id 19, wireType 0 =*/152).bool(message.inAir);
|
||||
if (message.framesInChState != null && Object.hasOwnProperty.call(message, "framesInChState"))
|
||||
writer.uint32(/* id 20, wireType 0 =*/160).int32(message.framesInChState);
|
||||
if (message.name != null && Object.hasOwnProperty.call(message, "name"))
|
||||
writer.uint32(/* id 20, wireType 2 =*/162).string(message.name);
|
||||
writer.uint32(/* id 997, wireType 2 =*/7978).string(message.name);
|
||||
if (message.displayName != null && Object.hasOwnProperty.call(message, "displayName"))
|
||||
writer.uint32(/* id 21, wireType 2 =*/170).string(message.displayName);
|
||||
writer.uint32(/* id 998, wireType 2 =*/7986).string(message.displayName);
|
||||
if (message.avatar != null && Object.hasOwnProperty.call(message, "avatar"))
|
||||
writer.uint32(/* id 22, wireType 2 =*/178).string(message.avatar);
|
||||
writer.uint32(/* id 999, wireType 2 =*/7994).string(message.avatar);
|
||||
return writer;
|
||||
};
|
||||
|
||||
@ -1585,14 +1596,18 @@ $root.protos = (function() {
|
||||
break;
|
||||
}
|
||||
case 20: {
|
||||
message.framesInChState = reader.int32();
|
||||
break;
|
||||
}
|
||||
case 997: {
|
||||
message.name = reader.string();
|
||||
break;
|
||||
}
|
||||
case 21: {
|
||||
case 998: {
|
||||
message.displayName = reader.string();
|
||||
break;
|
||||
}
|
||||
case 22: {
|
||||
case 999: {
|
||||
message.avatar = reader.string();
|
||||
break;
|
||||
}
|
||||
@ -1688,6 +1703,9 @@ $root.protos = (function() {
|
||||
if (message.inAir != null && message.hasOwnProperty("inAir"))
|
||||
if (typeof message.inAir !== "boolean")
|
||||
return "inAir: boolean expected";
|
||||
if (message.framesInChState != null && message.hasOwnProperty("framesInChState"))
|
||||
if (!$util.isInteger(message.framesInChState))
|
||||
return "framesInChState: integer expected";
|
||||
if (message.name != null && message.hasOwnProperty("name"))
|
||||
if (!$util.isString(message.name))
|
||||
return "name: string expected";
|
||||
@ -1750,6 +1768,8 @@ $root.protos = (function() {
|
||||
message.characterState = object.characterState | 0;
|
||||
if (object.inAir != null)
|
||||
message.inAir = Boolean(object.inAir);
|
||||
if (object.framesInChState != null)
|
||||
message.framesInChState = object.framesInChState | 0;
|
||||
if (object.name != null)
|
||||
message.name = String(object.name);
|
||||
if (object.displayName != null)
|
||||
@ -1792,6 +1812,7 @@ $root.protos = (function() {
|
||||
object.maxHp = 0;
|
||||
object.characterState = 0;
|
||||
object.inAir = false;
|
||||
object.framesInChState = 0;
|
||||
object.name = "";
|
||||
object.displayName = "";
|
||||
object.avatar = "";
|
||||
@ -1834,6 +1855,8 @@ $root.protos = (function() {
|
||||
object.characterState = message.characterState;
|
||||
if (message.inAir != null && message.hasOwnProperty("inAir"))
|
||||
object.inAir = message.inAir;
|
||||
if (message.framesInChState != null && message.hasOwnProperty("framesInChState"))
|
||||
object.framesInChState = message.framesInChState;
|
||||
if (message.name != null && message.hasOwnProperty("name"))
|
||||
object.name = message.name;
|
||||
if (message.displayName != null && message.hasOwnProperty("displayName"))
|
||||
|
@ -13,6 +13,19 @@ const (
|
||||
|
||||
PATTERN_ID_UNABLE_TO_OP = -2
|
||||
PATTERN_ID_NO_OP = -1
|
||||
|
||||
WORLD_TO_VIRTUAL_GRID_RATIO = float64(100)
|
||||
VIRTUAL_GRID_TO_WORLD_RATIO = float64(1.0) / WORLD_TO_VIRTUAL_GRID_RATIO
|
||||
|
||||
GRAVITY_X = int32(0)
|
||||
GRAVITY_Y = -int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
|
||||
|
||||
INPUT_DELAY_FRAMES = int32(8)
|
||||
NST_DELAY_FRAMES = int32(16)
|
||||
INPUT_SCALE_FRAMES = uint32(2)
|
||||
|
||||
SNAP_INTO_PLATFORM_OVERLAP = float64(0.1)
|
||||
SNAP_INTO_PLATFORM_THRESHOLD = float64(0.5)
|
||||
)
|
||||
|
||||
// These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged.
|
||||
@ -28,42 +41,28 @@ var DIRECTION_DECODER = [][]int32{
|
||||
{-1, +1},
|
||||
}
|
||||
|
||||
var skillIdToBullet = map[int]interface{}{
|
||||
1: &MeleeBullet{
|
||||
Bullet: Bullet{
|
||||
// for offender
|
||||
StartupFrames: int32(5),
|
||||
ActiveFrames: int32(10),
|
||||
RecoveryFrames: int32(34),
|
||||
RecoveryFramesOnBlock: int32(34),
|
||||
RecoveryFramesOnHit: int32(34),
|
||||
HitboxOffset: float64(12.0), // should be about the radius of the PlayerCollider
|
||||
|
||||
// for defender
|
||||
HitStunFrames: int32(18),
|
||||
BlockStunFrames: int32(9),
|
||||
Pushback: float64(8.0),
|
||||
ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
|
||||
Damage: int32(5),
|
||||
|
||||
SelfMoveforwardX: 0,
|
||||
SelfMoveforwardY: 0,
|
||||
HitboxSizeX: 24.0,
|
||||
HitboxSizeY: 32.0,
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
const (
|
||||
ATK_CHARACTER_STATE_IDLE1 = int32(0)
|
||||
ATK_CHARACTER_STATE_WALKING = int32(1)
|
||||
ATK_CHARACTER_STATE_ATK1 = int32(2)
|
||||
ATK_CHARACTER_STATE_ATKED1 = int32(3)
|
||||
ATK_CHARACTER_STATE_INAIR_IDLE1 = int32(4)
|
||||
ATK_CHARACTER_STATE_INAIR_ATK1 = int32(5)
|
||||
ATK_CHARACTER_STATE_INAIR_ATKED1 = int32(6)
|
||||
ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP = int32(4)
|
||||
ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP = int32(5)
|
||||
ATK_CHARACTER_STATE_INAIR_ATK1 = int32(6)
|
||||
ATK_CHARACTER_STATE_INAIR_ATKED1 = int32(7)
|
||||
ATK_CHARACTER_STATE_BLOWN_UP1 = int32(8)
|
||||
ATK_CHARACTER_STATE_LAY_DOWN1 = int32(9)
|
||||
ATK_CHARACTER_STATE_GET_UP1 = int32(10)
|
||||
)
|
||||
|
||||
var inAirSet = map[int32]bool{
|
||||
ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP: true,
|
||||
ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP: true,
|
||||
ATK_CHARACTER_STATE_INAIR_ATK1: true,
|
||||
ATK_CHARACTER_STATE_INAIR_ATKED1: true,
|
||||
ATK_CHARACTER_STATE_BLOWN_UP1: true,
|
||||
}
|
||||
|
||||
func ConvertToInputFrameId(renderFrameId int32, inputDelayFrames int32, inputScaleFrames uint32) int32 {
|
||||
if renderFrameId < inputDelayFrames {
|
||||
return 0
|
||||
@ -351,22 +350,18 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
|
||||
}
|
||||
|
||||
if decodedInput.BtnBLevel > prevBtnBLevel {
|
||||
characStateAlreadyInAir := false
|
||||
if ATK_CHARACTER_STATE_INAIR_IDLE1 == currPlayerDownsync.CharacterState || ATK_CHARACTER_STATE_INAIR_ATK1 == currPlayerDownsync.CharacterState || ATK_CHARACTER_STATE_INAIR_ATKED1 == currPlayerDownsync.CharacterState {
|
||||
characStateAlreadyInAir = true
|
||||
}
|
||||
characStateIsInterruptWaivable := false
|
||||
if ATK_CHARACTER_STATE_IDLE1 == currPlayerDownsync.CharacterState || ATK_CHARACTER_STATE_WALKING == currPlayerDownsync.CharacterState || ATK_CHARACTER_STATE_INAIR_IDLE1 == currPlayerDownsync.CharacterState {
|
||||
characStateIsInterruptWaivable = true
|
||||
}
|
||||
if !characStateAlreadyInAir && characStateIsInterruptWaivable {
|
||||
if _, existent := inAirSet[currPlayerDownsync.CharacterState]; !existent {
|
||||
jumpedOrNot = true
|
||||
}
|
||||
}
|
||||
|
||||
patternId := PATTERN_ID_NO_OP
|
||||
if decodedInput.BtnALevel > prevBtnALevel {
|
||||
if currPlayerDownsync.InAir {
|
||||
patternId = 1
|
||||
} else {
|
||||
patternId = 0
|
||||
}
|
||||
effDx, effDy = 0, 0 // Most patterns/skills should not allow simultaneous movement
|
||||
}
|
||||
|
||||
@ -374,7 +369,7 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
|
||||
}
|
||||
|
||||
// [WARNING] The params of this method is carefully tuned such that only "battle.RoomDownsyncFrame" is a necessary custom struct.
|
||||
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, gravityX, gravityY, jumpingInitVelY, inputDelayFrames int32, inputScaleFrames uint32, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio float64, playerOpPatternToSkillId map[int]int) *RoomDownsyncFrame {
|
||||
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, collisionSpaceOffsetX, collisionSpaceOffsetY float64, playerOpPatternToSkillId map[int]int, chConfigsOrderedByJoinIndex []*CharacterConfig) *RoomDownsyncFrame {
|
||||
// [WARNING] On backend this function MUST BE called while "InputsBufferLock" is locked!
|
||||
roomCapacity := len(currRenderFrame.PlayersArr)
|
||||
nextRenderFramePlayers := make([]*PlayerDownsync, roomCapacity)
|
||||
@ -395,9 +390,10 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
Score: currPlayerDownsync.Score,
|
||||
Removed: currPlayerDownsync.Removed,
|
||||
JoinIndex: currPlayerDownsync.JoinIndex,
|
||||
FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
|
||||
Hp: currPlayerDownsync.Hp,
|
||||
MaxHp: currPlayerDownsync.MaxHp,
|
||||
FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
|
||||
FramesInChState: currPlayerDownsync.FramesInChState + 1,
|
||||
}
|
||||
if nextRenderFramePlayers[i].FramesToRecover < 0 {
|
||||
nextRenderFramePlayers[i].FramesToRecover = 0
|
||||
@ -407,18 +403,20 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
nextRenderFrameMeleeBullets := make([]*MeleeBullet, 0, len(currRenderFrame.MeleeBullets)) // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation?
|
||||
effPushbacks := make([]Vec2D, roomCapacity)
|
||||
hardPushbackNorms := make([]*[]Vec2D, roomCapacity)
|
||||
jumpedOrNotList := make([]bool, roomCapacity)
|
||||
|
||||
// 1. Process player inputs
|
||||
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
|
||||
jumpedOrNotList[i] = false
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[i]
|
||||
patternId, jumpedOrNot, effDx, effDy := deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame, currRenderFrame, inputsBuffer, inputDelayFrames, inputScaleFrames)
|
||||
patternId, jumpedOrNot, effDx, effDy := deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame, currRenderFrame, inputsBuffer, INPUT_DELAY_FRAMES, INPUT_SCALE_FRAMES)
|
||||
if PATTERN_ID_UNABLE_TO_OP == patternId {
|
||||
continue
|
||||
}
|
||||
|
||||
if jumpedOrNot {
|
||||
thatPlayerInNextFrame.VelY = jumpingInitVelY
|
||||
thatPlayerInNextFrame.VirtualGridY += jumpingInitVelY // Immediately gets out of any snapping
|
||||
thatPlayerInNextFrame.VelY = int32(chConfigsOrderedByJoinIndex[i].JumpingInitVelY)
|
||||
jumpedOrNotList[i] = true
|
||||
}
|
||||
joinIndex := currPlayerDownsync.JoinIndex
|
||||
if PATTERN_ID_NO_OP != patternId {
|
||||
@ -457,14 +455,17 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[i]
|
||||
// Reset playerCollider position from the "virtual grid position"
|
||||
newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY
|
||||
if jumpedOrNotList[i] {
|
||||
newVy += int32(chConfigsOrderedByJoinIndex[i].JumpingInitVelY) // Immediately gets out of any snapping
|
||||
}
|
||||
|
||||
playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderBLPos(newVx, newVy, playerCollider.W*0.5, playerCollider.H*0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY, virtualGridToWorldRatio)
|
||||
playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderBLPos(newVx, newVy, playerCollider.W*0.5, playerCollider.H*0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY, VIRTUAL_GRID_TO_WORLD_RATIO)
|
||||
// Update in the collision system
|
||||
playerCollider.Update()
|
||||
|
||||
if currPlayerDownsync.InAir {
|
||||
thatPlayerInNextFrame.VelX += gravityX
|
||||
thatPlayerInNextFrame.VelY += gravityY
|
||||
thatPlayerInNextFrame.VelX += GRAVITY_X
|
||||
thatPlayerInNextFrame.VelY += GRAVITY_Y
|
||||
}
|
||||
}
|
||||
|
||||
@ -478,9 +479,9 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
if 0 > offender.DirX {
|
||||
xfac = float64(-1.0)
|
||||
}
|
||||
offenderWx, offenderWy := VirtualGridToWorldPos(offender.VirtualGridX, offender.VirtualGridY, virtualGridToWorldRatio)
|
||||
offenderWx, offenderWy := VirtualGridToWorldPos(offender.VirtualGridX, offender.VirtualGridY, VIRTUAL_GRID_TO_WORLD_RATIO)
|
||||
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
|
||||
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSizeX, meleeBullet.HitboxSizeY, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet")
|
||||
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSizeX, meleeBullet.HitboxSizeY, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet")
|
||||
collisionSys.Add(newBulletCollider)
|
||||
bulletColliders = append(bulletColliders, newBulletCollider)
|
||||
} else {
|
||||
@ -494,7 +495,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
|
||||
playerCollider := collisionSysMap[collisionPlayerIndex]
|
||||
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
|
||||
hardPushbackNorms[joinIndex-1] = calcHardPushbacksNorms(joinIndex, playerCollider, playerShape, snapIntoPlatformOverlap, &(effPushbacks[joinIndex-1]))
|
||||
hardPushbackNorms[joinIndex-1] = calcHardPushbacksNorms(joinIndex, playerCollider, playerShape, SNAP_INTO_PLATFORM_OVERLAP, &(effPushbacks[joinIndex-1]))
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[i]
|
||||
landedOnGravityPushback := false
|
||||
if collision := playerCollider.Check(0, 0); nil != collision {
|
||||
@ -521,7 +522,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
normAlignmentWithGravity := (overlapResult.OverlapX*float64(0) + overlapResult.OverlapY*float64(-1.0))
|
||||
if isAnotherPlayer {
|
||||
// [WARNING] The "zero overlap collision" might be randomly detected/missed on either frontend or backend, to have deterministic result we added paddings to all sides of a playerCollider. As each velocity component of (velX, velY) being a multiple of 0.5 at any renderFrame, each position component of (x, y) can only be a multiple of 0.5 too, thus whenever a 1-dimensional collision happens between players from [player#1: i*0.5, player#2: j*0.5, not collided yet] to [player#1: (i+k)*0.5, player#2: j*0.5, collided], the overlap becomes (i+k-j)*0.5+2*s, and after snapping subtraction the effPushback magnitude for each player is (i+k-j)*0.5, resulting in 0.5-multiples-position for the next renderFrame.
|
||||
pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap*2)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap*2)*overlapResult.OverlapY
|
||||
pushbackX, pushbackY = (overlapResult.Overlap-SNAP_INTO_PLATFORM_OVERLAP*2)*overlapResult.OverlapX, (overlapResult.Overlap-SNAP_INTO_PLATFORM_OVERLAP*2)*overlapResult.OverlapY
|
||||
}
|
||||
for _, hardPushbackNorm := range *hardPushbackNorms[joinIndex-1] {
|
||||
projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y
|
||||
@ -533,7 +534,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
effPushbacks[joinIndex-1].X += pushbackX
|
||||
effPushbacks[joinIndex-1].Y += pushbackY
|
||||
|
||||
if snapIntoPlatformThreshold < normAlignmentWithGravity {
|
||||
if SNAP_INTO_PLATFORM_THRESHOLD < normAlignmentWithGravity {
|
||||
landedOnGravityPushback = true
|
||||
//playerColliderCenterX, playerColliderCenterY := playerCollider.Center()
|
||||
//fmt.Printf("joinIndex=%d landedOnGravityPushback\n{renderFrame.id: %d, isBarrier: %v, isAnotherPlayer: %v}\nhardPushbackNormsOfThisPlayer=%v, playerColliderPos=(%.2f,%.2f), immediatePushback={%.3f, %.3f}, effPushback={%.3f, %.3f}, overlapMag=%.4f\n", joinIndex, currRenderFrame.Id, isBarrier, isAnotherPlayer, *hardPushbackNorms[joinIndex-1], playerColliderCenterX, playerColliderCenterY, pushbackX, pushbackY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap)
|
||||
@ -550,11 +551,15 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
thatPlayerInNextFrame.FramesToRecover = 0
|
||||
}
|
||||
}
|
||||
if currPlayerDownsync.InAir {
|
||||
if thatPlayerInNextFrame.InAir {
|
||||
oldNextCharacterState := thatPlayerInNextFrame.CharacterState
|
||||
switch oldNextCharacterState {
|
||||
case ATK_CHARACTER_STATE_IDLE1, ATK_CHARACTER_STATE_WALKING:
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1
|
||||
if jumpedOrNotList[i] || ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP == currPlayerDownsync.CharacterState {
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP
|
||||
} else {
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP
|
||||
}
|
||||
case ATK_CHARACTER_STATE_ATK1:
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATK1
|
||||
case ATK_CHARACTER_STATE_ATKED1:
|
||||
@ -624,7 +629,10 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
playerCollider := collisionSysMap[collisionPlayerIndex]
|
||||
// Update "virtual grid position"
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[i]
|
||||
thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = PolygonColliderBLToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, playerCollider.W*0.5, playerCollider.H*0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY, worldToVirtualGridRatio)
|
||||
thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = PolygonColliderBLToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, playerCollider.W*0.5, playerCollider.H*0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY, WORLD_TO_VIRTUAL_GRID_RATIO)
|
||||
if thatPlayerInNextFrame.CharacterState != currPlayerDownsync.CharacterState {
|
||||
thatPlayerInNextFrame.FramesInChState = 0
|
||||
}
|
||||
}
|
||||
|
||||
return &RoomDownsyncFrame{
|
||||
|
74
jsexport/battle/characterConfig.go
Normal file
74
jsexport/battle/characterConfig.go
Normal file
@ -0,0 +1,74 @@
|
||||
package battle
|
||||
|
||||
var Characters = map[int]*CharacterConfig{
|
||||
0: &CharacterConfig{
|
||||
SpeciesId: 0,
|
||||
SpeciesName: "MonkGirl",
|
||||
|
||||
InAirIdleFrameIdxTurningPoint: 11,
|
||||
InAirIdleFrameIdxTurnedCycle: 1,
|
||||
|
||||
LayDownFrames: 16,
|
||||
LayDownFramesToRecover: 16,
|
||||
|
||||
GetUpFrames: 33,
|
||||
GetUpFramesToRecover: 30, // 3 invinsible frames for just-blown-up character to make a comeback
|
||||
|
||||
JumpingInitVelY: int(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
|
||||
PatternIdToSkillId: map[int]int{
|
||||
0: 1, // Atk1
|
||||
1: 2, // InAirAtk1
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
var skillIdToBullet = map[int]interface{}{
|
||||
1: &MeleeBullet{
|
||||
Bullet: Bullet{
|
||||
// for offender
|
||||
StartupFrames: int32(5),
|
||||
ActiveFrames: int32(10),
|
||||
RecoveryFrames: int32(34),
|
||||
RecoveryFramesOnBlock: int32(34),
|
||||
RecoveryFramesOnHit: int32(34),
|
||||
HitboxOffset: float64(12.0), // should be about the radius of the PlayerCollider
|
||||
|
||||
// for defender
|
||||
HitStunFrames: int32(18),
|
||||
BlockStunFrames: int32(9),
|
||||
Pushback: float64(8.0),
|
||||
ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
|
||||
Damage: int32(5),
|
||||
|
||||
SelfMoveforwardX: 0,
|
||||
SelfMoveforwardY: 0,
|
||||
HitboxSizeX: 24.0,
|
||||
HitboxSizeY: 32.0,
|
||||
},
|
||||
},
|
||||
2: &MeleeBullet{
|
||||
Bullet: Bullet{
|
||||
// for offender
|
||||
StartupFrames: int32(3),
|
||||
ActiveFrames: int32(20),
|
||||
RecoveryFrames: int32(34),
|
||||
RecoveryFramesOnBlock: int32(34),
|
||||
RecoveryFramesOnHit: int32(34),
|
||||
HitboxOffset: float64(16.0), // should be about the radius of the PlayerCollider
|
||||
|
||||
// for defender
|
||||
HitStunFrames: int32(18),
|
||||
BlockStunFrames: int32(9),
|
||||
Pushback: float64(6.0),
|
||||
BlowUpVelY: int32(float64(3) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
|
||||
Damage: int32(5),
|
||||
|
||||
SelfMoveforwardX: 0,
|
||||
SelfMoveforwardY: 0,
|
||||
HitboxSizeX: 32.0,
|
||||
HitboxSizeY: 24.0,
|
||||
},
|
||||
},
|
||||
}
|
@ -28,6 +28,7 @@ type PlayerDownsync struct {
|
||||
Score int32
|
||||
LastMoveGmtMillis int32
|
||||
FramesToRecover int32
|
||||
FramesInChState int32
|
||||
Hp int32
|
||||
MaxHp int32
|
||||
CharacterState int32
|
||||
@ -60,6 +61,7 @@ type Bullet struct {
|
||||
RecoveryFramesOnHit int32
|
||||
HitboxOffset float64
|
||||
OriginatedRenderFrameId int32
|
||||
|
||||
// for defender
|
||||
HitStunFrames int32
|
||||
BlockStunFrames int32
|
||||
@ -73,6 +75,8 @@ type Bullet struct {
|
||||
SelfMoveforwardY float64
|
||||
HitboxSizeX float64
|
||||
HitboxSizeY float64
|
||||
|
||||
BlowUpVelY int32
|
||||
}
|
||||
|
||||
type MeleeBullet struct {
|
||||
@ -90,6 +94,10 @@ type FireballBullet struct {
|
||||
Bullet
|
||||
}
|
||||
|
||||
type Skill struct {
|
||||
Hits []Bullet // Hits within a "Skill" are automatically triggered
|
||||
}
|
||||
|
||||
type RoomDownsyncFrame struct {
|
||||
Id int32
|
||||
PlayersArr []*PlayerDownsync
|
||||
@ -106,3 +114,21 @@ type InputFrameDownsync struct {
|
||||
InputList []uint64
|
||||
ConfirmedList uint64
|
||||
}
|
||||
|
||||
type CharacterConfig struct {
|
||||
SpeciesId int
|
||||
SpeciesName string
|
||||
|
||||
InAirIdleFrameIdxTurningPoint int
|
||||
InAirIdleFrameIdxTurnedCycle int
|
||||
|
||||
LayDownFrames int
|
||||
LayDownFramesToRecover int
|
||||
|
||||
GetUpFrames int
|
||||
GetUpFramesToRecover int
|
||||
|
||||
JumpingInitVelY int
|
||||
|
||||
PatternIdToSkillId map[int]int
|
||||
}
|
||||
|
@ -42,7 +42,7 @@ func NewBarrierJs(boundary *Polygon2D) *js.Object {
|
||||
})
|
||||
}
|
||||
|
||||
func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, framesToRecover, speed, battleState, characterState, joinIndex, hp, maxHp int32, inAir bool, colliderRadius float64) *js.Object {
|
||||
func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, framesToRecover, framesInChState, speed, battleState, characterState, joinIndex, hp, maxHp int32, inAir bool, colliderRadius float64) *js.Object {
|
||||
return js.MakeWrapper(&PlayerDownsync{
|
||||
Id: id,
|
||||
VirtualGridX: virtualGridX,
|
||||
@ -52,6 +52,7 @@ func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY,
|
||||
VelX: velX,
|
||||
VelY: velY,
|
||||
FramesToRecover: framesToRecover,
|
||||
FramesInChState: framesInChState,
|
||||
Speed: speed,
|
||||
BattleState: battleState,
|
||||
JoinIndex: joinIndex,
|
||||
@ -129,9 +130,17 @@ func GenerateConvexPolygonColliderJs(unalignedSrc *Polygon2D, spaceOffsetX, spac
|
||||
return js.MakeFullWrapper(GenerateConvexPolygonCollider(unalignedSrc, spaceOffsetX, spaceOffsetY, data, tag))
|
||||
}
|
||||
|
||||
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(inputsBuffer *RingBuffer, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, gravityX, gravityY, jumpingInitVelY, inputDelayFrames int32, inputScaleFrames uint32, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio float64, playerOpPatternToSkillId map[int]int) *js.Object {
|
||||
func GetCharacterConfigsOrderedByJoinIndex(speciesIdList []int) []*js.Object {
|
||||
ret := make([]*js.Object, len(speciesIdList), len(speciesIdList))
|
||||
for i, speciesId := range speciesIdList {
|
||||
ret[i] = js.MakeFullWrapper(Characters[speciesId])
|
||||
}
|
||||
return ret
|
||||
}
|
||||
|
||||
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(inputsBuffer *RingBuffer, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, collisionSpaceOffsetX, collisionSpaceOffsetY float64, playerOpPatternToSkillId map[int]int, chConfigsOrderedByJoinIndex []*CharacterConfig) *js.Object {
|
||||
// We need access to all fields of RoomDownsyncFrame for displaying in frontend
|
||||
return js.MakeFullWrapper(ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer, currRenderFrame, collisionSys, collisionSysMap, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio, playerOpPatternToSkillId))
|
||||
return js.MakeFullWrapper(ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer, currRenderFrame, collisionSys, collisionSysMap, collisionSpaceOffsetX, collisionSpaceOffsetY, playerOpPatternToSkillId, chConfigsOrderedByJoinIndex))
|
||||
}
|
||||
|
||||
func main() {
|
||||
@ -148,6 +157,7 @@ func main() {
|
||||
"GenerateRectColliderJs": GenerateRectColliderJs,
|
||||
"GenerateConvexPolygonColliderJs": GenerateConvexPolygonColliderJs,
|
||||
"GetCollisionSpaceObjsJs": GetCollisionSpaceObjsJs,
|
||||
"GetCharacterConfigsOrderedByJoinIndex": GetCharacterConfigsOrderedByJoinIndex,
|
||||
"ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs": ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs,
|
||||
"WorldToPolygonColliderBLPos": WorldToPolygonColliderBLPos, // No need to wrap primitive return types
|
||||
"PolygonColliderBLToWorldPos": PolygonColliderBLToWorldPos,
|
||||
|
Loading…
Reference in New Issue
Block a user